VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

tetsuyama2727

  • Wolf
  • Jacky
  • Taka
Career matches503
Career win rate70.6%
Round win rate59.1%
Peak rank27
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1521 Not ranked yet: the list needs 50 matches. See the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Jeffry272401657568.8%
Wolf27145964966.2%
Jacky26112882478.6%
Taka22660100.0%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

115 of 115 rounds counted

9.2 inputs a second (552 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.355673
Jacky9.154523
Jeffry9.154711
Taka8.85278

By opponent's character

Akira9.356131
Aoi9.154829
Jacky9.959323
Lei Fei8.852517
Dural8.65153
El Blaze8.14853
Goh8.14845
Lau9.45664

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira85362.5%-0.6
Aoi75271.4%+8.6
Jacky52340.0%-22.0
Lei Fei54180.0%+22.4
Dural1010.0%-63.4
El Blaze110100.0%+40.2
Goh110100.0%+28.9
Lau1010.0%-51.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Full Fence and Open43175.0%+15.3
Octagon42250.0%-17.9
Breakable Full Fence3030.0%-60.7
Open330100.0%+34.4
Rectangle330100.0%+34.4
Full Fence220100.0%+45.5
Half Fence21150.0%-8.5
Low Fence2020.0%-56.7
Single Wall220100.0%+45.7
Breakable Half Fence1010.0%-63.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1553.3%61.6%-8.3
No walls771.4%61.1%+10.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

Penoco (Rank 23)2026/07/08440100.0%
nekota (Rank 23)2026/07/08220100.0%
ガンジャッキー (Rank 25)2026/07/05110100.0%
nikuzuki (Rank 26)2026/07/051010.0%
kuni_sato (Rank 26)2026/07/031010.0%
a-week-away (Rank 27)2026/07/031010.0%
SBD0121 (Rank 29)2026/07/03110100.0%
kowalski (Rank 24)2026/07/03220100.0%
壱色淸淨 (Rank 27)2026/07/03110100.0%
juste (Rank 26)2026/07/02110100.0%
Gun-Interceptor (Rank 28)2026/07/021010.0%
uns/em (Rank 23)2026/07/02110100.0%
user (Rank 26)2026/06/301010.0%
え~る (Rank 28)2026/06/30110100.0%
TaKaArAsHi573 (Rank 27)2026/06/3021150.0%
mori&pp (Rank 27)2026/06/301010.0%
☆瞳氷☆ (Rank 23)2026/06/3031233.3%
委員ちょ (Rank 21)2026/06/25110100.0%
VirtuaLi-on (Rank 21)2026/06/24110100.0%
tanechin (Rank 25)2026/06/242020.0%

Round openings

Every character

crouch into down-back kick1K1714.8%
Quick Shoulder66P+K into forward dash108.7%
backdash into evade down76.1%
Quick Shoulder66P+K65.2%
forward movement into punchP54.3%
evade down into Regret Discharge33P+K43.5%
forward movement into Jab Straight43.5%
guardG32.6%
Dash Hammer Kick66K21.7%
Ducking Low2K+G into crouch21.7%
Kachi'age33P+K21.7%
Low Spin Kick1K+G21.7%
backdash into Beat & Back KnuckleP+KP21.7%
backdash into guardG21.7%
backward movement into crouch21.7%

39 further openings account for the other 45 rounds.

Wolf

Career
96–49 · 66.2%
This season
18 matches · 61.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K1723.3%
Quick Shoulder66P+K into forward dash1013.7%
Quick Shoulder66P+K68.2%
backdash into evade down45.5%
evade down into Regret Discharge33P+K45.5%
forward movement into Jab StraightPP34.1%
backward movement into crouch22.7%
crouch into down-back, down-back kick11K22.7%
evade up into Regret Discharge33P+K22.7%
forward movement into punchP22.7%
guardG22.7%
punchP into Jab StraightPP22.7%
Death ScytheK+G into Quick Shoulder66P+K11.4%
Gasp Kneel Palm Bomb6P+K into forward dash11.4%
Middle Swing Upper3P+K11.4%

14 further openings account for the other 14 rounds.

Jacky

Career
88–24 · 78.6%
This season
6 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K28.7%
Low Spin Kick1K+G28.7%
backdash into Beat & Back KnuckleP+KP28.7%
backdash into evade down28.7%
offensive move into crouch dash forward28.7%
Dash Hammer Kick66K into forward dash14.3%
High Angle Upper Kick6K14.3%
Jab StraightPP into Jab Double StraightPPP14.3%
Slant Back Knuckle1P into Standing Knee Kick4K14.3%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward14.3%
backdash into Slide Shuffle (Deflect)4P+K+G14.3%
backdash into Spin Heel Sword4K+G14.3%
backdash into Standing Knee Kick4K14.3%
backdash into evade up14.3%
backdash into guardG14.3%

3 further openings account for the other 3 rounds.

Jeffry

Career
165–75 · 68.8%
This season
3 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking Low2K+G into crouch218.2%
forward movement into punchP218.2%
punchP into Double KnucklePP218.2%
Ducking Low2K+G19.1%
backdash into Double Hammer Down43P19.1%
backdash into evade down19.1%
backdash into guardG19.1%
forward movement into Ducking Low2K+G19.1%

Taka

Career
6–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kachi'age33P+K225.0%
evade down into Kachi'age33P+K225.0%
backdash into Kachi'age33P+K112.5%
evade up into Kachi'age33P+K112.5%
forward movement into punchP112.5%
guardG112.5%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)